Fam-Gh

Fire Drake/Land Dragons

(Dragon)—The fire drake is a four-legged, speechless, wingless dragon of low animal intelligence. It is about the size of a pony or adult wild boar, not including the dragon’s tail. They are lizard like in conformation, so their bellies drag the ground when they walk. Like larger dragons, Fire Drakes breathe fire and pestilence, and they have envenomed tail spikes.  

Flower Maiden

(Elemental)—These appear as beautiful young women, bedecked with flowers, who love dancing and frolicking in the sunshine. They present themselves as sweet-natured beautiful girls, but if killed, they burst into flower petals. Every spring, they collect for glorious dances of pure joy. Sometimes, when children collect flowers, a flower maid will leap from the bouquet to play with them. Often the maidens are invisible, wind-based nature spirits, but when they wish to manifest, a magic breeze gathers flower petals and these coalesque into human form. (This usually takes 1-2 minutes.) They may speak audibly when invisible, as well as while they manifest. They have innate, spell-like abilities relating to wind, rain and sunshine, and many specialized glamours designed to nurture flowers. Flower maidens usually spend the winter in invisible form, and then their powers return in full when spring comes and they bloom again. They have an intimate understanding of horticulture, may speak the local human tongue, as well as the languages of flower and bees. These gentle beings are unlike many nature spirits, because marrying a human male does not rob them of their powers, nor grant the mortal husband any longevity or special abilities. The original flower maid was created reportedly by Gwalchgwyn the Gray in Baelrics. If they marry a mortal and become pregnant, they become real girls until the mortal child is born.  

Forest Revenants

These beings are the victims of Wattenby will-o’-the-wisps. These undead look as they did when they died, but that is a trap because these revenants are soulless and possess none of their former memories and characteristics. They don’t walk, but float above the ground, patiently tracking their intended targets. When they catch their prey, the forest revenant kills them by pulling all the warmth, spirit, life, and soul from the victim through his mouth. Then, the victim’s body becomes a dried husk, and his image turns into a new forest revenant and joins the hunt.  

Fossergrim

(Faerie)—These are river spirits, appearing as handsome young men, who take pleasure in admiring pretty girls who come to shore to wash clothes or bath. Unless provoked, they are harmless. Like most faeries, they cannot stand cold iron. They are like river-based nature spirits, but not the same.  

Foundling

(Faerie)—These are human babies kidnapped by faeries, and they are indistinguishable from full-blooded elves. Their slow transformation from human mortals to faeries takes place when they are children, and the elf parents use specific glamour spells to facilitate this. Foundlings that mate with elves produce elves, and foundlings that mate with humans produce humans.  

Gargoyle

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Ghost

(Undead)—Most ghosts are mortals who have died by violence, suicide, in a state of extreme emotion, or with unfinished business. Many do not know that they are dead. They can choose to remain un-manifest, and thus invisible and undetectable; partially manifest; or fully manifest, but they can only maintain physical forms for a few seconds at a time. Their power to affect the world, knocking or pushing or grabbing, is like telekinesis in function. As post humans, they maintain the personality, memories and skills they had in life, and they remain somewhat conscious of their surroundings and can intelligently interact with the living. They dislike giving out their names, have a poor sense of time passing in the mortal world, and it is possible to bargain with them. Lonely and sorrowful, perhaps to the point of insanity, many ghosts are doomed to haunt the places they died, or places they frequented or loved in life. If that place is destroyed, the ghost may move on to haunt another location. Some ghosts are doomed to their half-life by some unfulfilled duty or horrible secret that died with them. Ghosts usually appear as they remember themselves; as they died (wounds and disfigurements included as worm-eaten, decaying corpses; or, however, they wish to present themselves. If ghosts forget their mortal identities, they appear as indistinct, semi-human mists, vapors or simple distortions in the air (ghosts in this stage of astral decay are referred to as “boneless”). Some appear as hollow outlines, others as skeletons, and some even adopt demonic features to scare intruding mortals away. Animals, especially dogs and cats, can sense ghosts much better than living humans can. Rather than full-on manifestations, ghosts often make their presence known by creepy, spider-web-like touches; three-fingered scratches; staring, which gives victims the chills; as a patch of chilly air; as a puff of air; or by some sound, such as maniacal laughing, weeping, moaning, or dragging chains. When ghosts speak to the living, their voices sound distant and hollow. Ghosts have a variety of labels, including wights, revenants, haunts, manes, phantoms, umbra, wraiths, specters, spooks and caballi. At their root, ghosts are neither divine nor demonic, just self-projected people without bodies. Ghosts may draw ambient energy from their surroundings, even draining nearby living people for the power to speak, act, or manifest.  

Ghost Wind

(Elemental)—These are quasi-Air elementals that inhabit the Aendril and Halsjarr mountains. Ghost winds act as dangerously powerful straight-line winds, the type that can blow down buildings or worse, but they do so with a malicious playfulness. They have no corporeal form and possess animal intelligence. They delight in bedeviling travelors.
 

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